We haven't played the game yet, but I'm curious to know what kind of parameters we will have to deal with while killing bosses solo and in groups. Let's do some theorycrafting and share some opinions. Maybe you guys saw a blue post discussing this topic already. I don't think I have yet.
I'm wondering if Blizzard will be taking the old school console route when it comes to boss battles (similar to games like Mega Man) or if they will be taking a more new school route similar to boss encounters in games like WoW.
Option 1 -
Diablo 3 bosses would be similar to the Skeleton King, like other old school games and other console games where the Boss does not regenerate health and executes specific moves or attacks, possibly in patterns. Killing the boss will require the player to dodge patterned attacks, while counter-attacking at the right moments.
Knowledge is power, meaning that knowing the fight then mastering patterns will determine if you move through content faster.
Option 2 -
Diablo 3 bosses will be similar to like how most raid bosses are in WoW with timers or they will just have them have set or variable based regeneration rates. Some bosses in WoW had an "enrage timer" where you had to kill the boss within a set amount of time, such as 6 minutes, before the boss goes insane and starts hitting you for lethal amounts of damage. This is implemented to force the players to take down the boss within a set amount of time, by having a good mix of sufficient damage, while also having other utility like tanks, healers, or support classes. They could also have the bosses either regenerate a set amount of health, or even varying levels of health regen, throughout the whole fight or during certain phases. This would also encourage a group to bring a sufficient amount of DPS in order to end the fight quicker. When facing bosses with more players, regeneration levels could be tweaked higher or other parameters could be made harder.
This path makes it so gear and levels have more influence then knowledge of the encounters. This means boss encounters will "Gear Check" the players and encourage them to farm before upcoming encounters.
Option 3 -
Encounters would have boss fights that don't have timers/regen and other more important fights where they do and the players would need sufficient gear to advance past those points. Knowing all of the bosses and content in the game would speed up a playthrough, whereas more important boss fights will "Gear Check" the player and expect them to farm better gear to move on, creating a pacing mechanic that would slow a player's playthrough.
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What kind of boss fights you think Diablo 3 will have?
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Some people tell me I'm going to hell. I just let them know that I've already packed my bags!
Well to be fair I don't expect much of a challenge from the normal mode bosses. I'm hoping each difficulty will have a significant ramp up in difficulty. With hell being a demanding challenge for the average player and inferno being the ultimate test of builds, gear, stat weights, and last but not least, SKILL!
With hell being a demanding challenge for the average player and inferno being the ultimate test of balance, gear, stat weights, and last but not least, SKILL!
I think it does not regenerate, however, it does regenerate after you die. For example, lets say i am playing Diablo 2, i am trying to solo baal, i get him to 50% hp and i die. When i return he has 100% hp, however, while i was fighting him he did not regenerate, only after i "wiped"
I remember a blue post about this some time ago, maybe i am mixing it up with something else, but i am sure someone here will find it eventually.
Only main bosses will regenrate back to full health if everyone dies.
oh, by bosses does he include mini bosses? If so i would just assume it acts the same way as skeleton king...luckily i do not have the beta so i cannot say how he regens.
As far as health regeneration, I wouldn't be surprised to see a boss or bosses that have life steal or something similar; in fact, I wouldn't be surprised if some bosses even have a self-heal ability. However, I don't expect that there will be bosses whose life is slowly, constantly regenerating, forcing you to kill them at a certain speed or with a minimum amount of damage. I think enrage timers are something that will probably be kept out of D3, as the "gear check" they perform is there to prevent access to further wings/areas of raid zones, and D3 doesn't have anything like that.
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i would choose my own religion and worship my own spirit, but if he ever preached to me i wouldn't want to hear it. i'd drop him, a forgotten god, languishing in shame; and then if i hit stormy seas, i'd have myself to blame.
Why do people think this is ANYTHING like WoW? It better not be like WoW at all...
Why have enrage timers in a single player/co-op game? Bring sufficient dps? There are no tanks or healers, wth...
It shouldn't be like WoW, but sadly you can already see many similarities between then two...
All the g'damn orcs and blood elves running around Sanctuary are starting to tick me off. D3 is nothing like WoW, except for easter eggs with item references. I've played WoW for years and I've logged a couple hundred hours into D3 beta. There is nothing that makes me think of that MMO, from the graphics, to the playstyle, etc.
A lot of the skills in WoW were taken from Dx/WCx. One company, notorious for 'shared' humor has similarities across its games. The graphics are not similar at all, Diablo has always had its own style, and now that style evolved. The designs and models are not WoW/Metzen like at all, you are fishing here and you know it.
Bosses in Diablo 2 regenerated their health. I don't see why they wouldnt in D3.
Then again, there was an attribute called "Prevent Monster Heal" in Diablo 2 that we havent seen yet, but it was something that only appeared on uniques and sets, that we have no information about.
- UI similarities (very similar XP bar, skill bar, etc...)
- Auction house
- Similar skills and mechanics (a lot of skills are pretty much the same as the ones in WoW, also cooldowns and similar skill icons)
- Same potition system (not similar mind you - it's exactly the same, copy-paste from WoW)
- PVP Arena (not yet, but prolly soon)
- Predetermined attributes
- 60 level cap (Vanilla WoW)
Convergent evolution.
- Very similar graphics / color theme / art style
are we really still doing this?
- Achievements
This is hardly a "wow thing".
- Monk class in both games (not to mention it's very similar in both D3 and WoW)
See D&D, Diablo 1 expansion, any number of other games.
- Rune system (very similar to WoW Glyphs)
Based on the timing, WoW probably got this idea from D3 dev team.
- Oversized weapons / armor
See Warhammer 40k
- Separate class resources (from mana for all classes to WoW system with rage / fury, etc...)
- Salvaging (same as dissencanting in WoW)
Can't think of examples, but pretty sure WoW wasn't the first place to use these mechanics. Didn't the Witcher have a break-down/craft mechanic?
- Pets (ok they seem to be gone from D3 for now)
Then why even mention it? Also, pet classes definitely existed before WoW, as did trophy companions.
What does D3 have that it has copied from WoW that was a uniquely WoW characteristic (i.e. something that WoW did that hadn't been done before)?
Bosses in Diablo 2 regenerated their health. I don't see why they wouldnt in D3.
Then again, there was an attribute called "Prevent Monster Heal" in Diablo 2 that we havent seen yet, but it was something that only appeared on uniques and sets, that we have no information about.
You could get Prevent Monster Heal on any magic+ melee weapon in D2 with the suffix "Vileness."
What does D3 have that it has copied from WoW that was a uniquely WoW characteristic (i.e. something that WoW did that hadn't been done before)?
Considering WoW hasnt done anything on its own, and instead just focus on having better implementation / polishing features that were in other games, this will be hard to do.
Cant believe he tried to pass achievements as something wow created.
- UI similarities (very similar XP bar, skill bar, etc...)
- Auction house
- Similar skills and mechanics (a lot of skills are pretty much the same as the ones in WoW, also cooldowns and similar skill icons)
- Same potition system (not similar mind you - it's exactly the same, copy-paste from WoW)
- Very similar graphics / color theme / art style
- Oversized weapons / armor
- Achievements
- PVP Arena (not yet, but prolly soon)
- Predetermined attributes
- 60 level cap (Vanilla WoW)
- Rune system (very similar to WoW Glyphs)
- Monk class in both games (not to mention it's very similar in both D3 and WoW)
- Separate class resources (from mana for all classes to WoW system with rage / fury, etc...)
- Salvaging (same as dissencanting in WoW)
- Pets (ok they seem to be gone from D3 for now)
- Etc...
Now don't get me wrong, I'm not saying that all these things are bad. And I agree that you can overlook most of the similarities when playing D3. But to say that D3 is nothing like WoW is a bit naive.
They do have a lot of similarities, however, these systems work well with both WoW and Diablo. I don't mind that they are using stuff from WoW to enhance the overall play experience in D3. Most if not all of the similarities listed, Diablo has taken and altered to the point where you can see how the skeleton of the system looks like wow but now it is completely form fitted to Diablo.
also, achievements are fun and addicting i want to see them in every Blizzard game forever.
I could be crazy, but i thought i read that all bosses (mini bosses, act bosses, etc) would "reset" if you were to die, leave the area, tp. Meaning you can't damage SK to 80%, tp out, then return to finish the last 80%.
Why do people think this is ANYTHING like WoW? It better not be like WoW at all...
Why have enrage timers in a single player/co-op game? Bring sufficient dps? There are no tanks or healers, wth...
It shouldn't be like WoW, but sadly you can already see many similarities between then two...
Why do people like me think they are going to use these mechanics? Because I'm a regular god-damn fortune teller, that's why,
But on a more serious note, did any of you honestly think that you guys would be able to all go hard-core defensive builds and slowly chip away at any bosses' health to guarantee victory? I don't blame Blizzard for deciding on enrage timers. I also don't blame myself for being a forum necromancer, because why have someone post another thread about this?
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Some people tell me I'm going to hell. I just let them know that I've already packed my bags!
there isn't an answer in your poll that i would even pick based on what we already know and how the poll answers are worded...
first of all the start of the leoric boss encounter seemed pretty scripted to me... I never got to test this as i never died against him... (le derp.. shoulda thought to test that) and.... never tested the town portal option... cause I'm pretty sure you could get away with a cast during that fight. I hope they just reset the fight if you do so. or some such cause that was a very gimicky problem in the previous Diablos. That alone would negate the need of needing bosses to regen hp at all.
If Leoric is anything like the rest of the boss fights they will have specific attack patterns. Though, I imagine that they will implement many mechanics you saw in WoW boss fights... and hopefully some awesome new ones
The whole regening life of bosses will also be countered by them enraging... And if what they have been talking is true.. they'll have interesting enrages that won't necessarily kill you.. but definitely make things harder..
The only way I see them adding a meaningful 'regen' aspect to a boss is to enforce a gear lvl (which again enrage timers do just as well) or create an interesting fight. So if there is a boss like that they will be few and far between.
We'll likely see some pretty neat stuff tho on the boss fights.
Why wouldn't you want bosses like WoW? Previous boss fights in the diablos were pretty dull looking back as you could TP back to town effortlessly (most of the time) and restock on pots essentially having infinite heals. The only fight that had a meaningful fighting mechanic that made me change the way I played was diablo's red lightning. All the otheres more or less were run up swing till they die go get more pots as needed. WoW bosses actually had moves that if you didn't at least actively try to avoid you died. I don't know about you guys but running up to a boss and facerolling on the keyboard till one of us dies doesn't appeal to me nowadays.
edit: upon seeing who posted this.... and seeing their avatar.... I feel trolled... good day XD
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I'm wondering if Blizzard will be taking the old school console route when it comes to boss battles (similar to games like Mega Man) or if they will be taking a more new school route similar to boss encounters in games like WoW.
Option 1 -
Diablo 3 bosses would be similar to the Skeleton King, like other old school games and other console games where the Boss does not regenerate health and executes specific moves or attacks, possibly in patterns. Killing the boss will require the player to dodge patterned attacks, while counter-attacking at the right moments.
Knowledge is power, meaning that knowing the fight then mastering patterns will determine if you move through content faster.
Option 2 -
Diablo 3 bosses will be similar to like how most raid bosses are in WoW with timers or they will just have them have set or variable based regeneration rates. Some bosses in WoW had an "enrage timer" where you had to kill the boss within a set amount of time, such as 6 minutes, before the boss goes insane and starts hitting you for lethal amounts of damage. This is implemented to force the players to take down the boss within a set amount of time, by having a good mix of sufficient damage, while also having other utility like tanks, healers, or support classes. They could also have the bosses either regenerate a set amount of health, or even varying levels of health regen, throughout the whole fight or during certain phases. This would also encourage a group to bring a sufficient amount of DPS in order to end the fight quicker. When facing bosses with more players, regeneration levels could be tweaked higher or other parameters could be made harder.
This path makes it so gear and levels have more influence then knowledge of the encounters. This means boss encounters will "Gear Check" the players and encourage them to farm before upcoming encounters.
Option 3 -
Encounters would have boss fights that don't have timers/regen and other more important fights where they do and the players would need sufficient gear to advance past those points. Knowing all of the bosses and content in the game would speed up a playthrough, whereas more important boss fights will "Gear Check" the player and expect them to farm better gear to move on, creating a pacing mechanic that would slow a player's playthrough.
---
What kind of boss fights you think Diablo 3 will have?
fixed
I remember a blue post about this some time ago, maybe i am mixing it up with something else, but i am sure someone here will find it eventually.
oh, by bosses does he include mini bosses? If so i would just assume it acts the same way as skeleton king...luckily i do not have the beta so i cannot say how he regens.
All the g'damn orcs and blood elves running around Sanctuary are starting to tick me off. D3 is nothing like WoW, except for easter eggs with item references. I've played WoW for years and I've logged a couple hundred hours into D3 beta. There is nothing that makes me think of that MMO, from the graphics, to the playstyle, etc.
Battle.net Profile / Diablo Progress Profile
Then again, there was an attribute called "Prevent Monster Heal" in Diablo 2 that we havent seen yet, but it was something that only appeared on uniques and sets, that we have no information about.
Convergent evolution.
are we really still doing this?
This is hardly a "wow thing".
See D&D, Diablo 1 expansion, any number of other games.
Based on the timing, WoW probably got this idea from D3 dev team.
See Warhammer 40k
Can't think of examples, but pretty sure WoW wasn't the first place to use these mechanics. Didn't the Witcher have a break-down/craft mechanic?
Then why even mention it? Also, pet classes definitely existed before WoW, as did trophy companions.
What does D3 have that it has copied from WoW that was a uniquely WoW characteristic (i.e. something that WoW did that hadn't been done before)?
See Warhammer 40k
Also good to remember that Jay Wilson was the designer on DOW
You could get Prevent Monster Heal on any magic+ melee weapon in D2 with the suffix "Vileness."
Considering WoW hasnt done anything on its own, and instead just focus on having better implementation / polishing features that were in other games, this will be hard to do.
Cant believe he tried to pass achievements as something wow created.
They do have a lot of similarities, however, these systems work well with both WoW and Diablo. I don't mind that they are using stuff from WoW to enhance the overall play experience in D3. Most if not all of the similarities listed, Diablo has taken and altered to the point where you can see how the skeleton of the system looks like wow but now it is completely form fitted to Diablo.
also, achievements are fun and addicting i want to see them in every Blizzard game forever.
I could be crazy, but i thought i read that all bosses (mini bosses, act bosses, etc) would "reset" if you were to die, leave the area, tp. Meaning you can't damage SK to 80%, tp out, then return to finish the last 80%.
See? I knew this topic was worth posting 2 months ago. lol
Why do people like me think they are going to use these mechanics? Because I'm a regular god-damn fortune teller, that's why,
But on a more serious note, did any of you honestly think that you guys would be able to all go hard-core defensive builds and slowly chip away at any bosses' health to guarantee victory? I don't blame Blizzard for deciding on enrage timers. I also don't blame myself for being a forum necromancer, because why have someone post another thread about this?
first of all the start of the leoric boss encounter seemed pretty scripted to me... I never got to test this as i never died against him... (le derp.. shoulda thought to test that) and.... never tested the town portal option... cause I'm pretty sure you could get away with a cast during that fight. I hope they just reset the fight if you do so. or some such cause that was a very gimicky problem in the previous Diablos. That alone would negate the need of needing bosses to regen hp at all.
If Leoric is anything like the rest of the boss fights they will have specific attack patterns. Though, I imagine that they will implement many mechanics you saw in WoW boss fights... and hopefully some awesome new ones
The whole regening life of bosses will also be countered by them enraging... And if what they have been talking is true.. they'll have interesting enrages that won't necessarily kill you.. but definitely make things harder..
The only way I see them adding a meaningful 'regen' aspect to a boss is to enforce a gear lvl (which again enrage timers do just as well) or create an interesting fight. So if there is a boss like that they will be few and far between.
We'll likely see some pretty neat stuff tho on the boss fights.
Why wouldn't you want bosses like WoW? Previous boss fights in the diablos were pretty dull looking back as you could TP back to town effortlessly (most of the time) and restock on pots essentially having infinite heals. The only fight that had a meaningful fighting mechanic that made me change the way I played was diablo's red lightning. All the otheres more or less were run up swing till they die go get more pots as needed. WoW bosses actually had moves that if you didn't at least actively try to avoid you died. I don't know about you guys but running up to a boss and facerolling on the keyboard till one of us dies doesn't appeal to me nowadays.
edit: upon seeing who posted this.... and seeing their avatar.... I feel trolled... good day XD